First we have the campaign, a relatively lengthy affair with its heavy metal feet planted firmly in the future, unlike previous entries in the sub-series that were either based fully or partially in the past. In 2065 the world has responded to the drone attacks from Black Ops II some 40 years earlier by creating sophisticated air defense, forcing warfare back to ground level. Science has developed advanced robotics and cybernetics to help make people killing each other more interesting, while dark science has begun tinkering with the human mind—or has it?
After being nightmarishly beaten and dismembered by military robots, the player character finds him- or herself (there’s a choice this time) fitted with cybernetic bits. On an assignment investigating a compromised CIA black site they uncover a plot to make players sick of the phrase “Imagine yourself in a frozen forest.”
Where the original Black Ops played with hallucinogens, Black Ops III’s campaign involves directly interfacing with the human mind via direct neural interface for similar results. As the story progresses the player begins witnessing strange visions, culminating in a trippy sequence during one of the most entertaining Call of Duty campaign missions I’ve ever played.
Getting there can be a bit of a slog. The campaign’s 11 missions are quite long by shooter standards, each lasting some 45 minutes to an hour and change, including cutscenes. Built to accommodate four-player cooperative play, the sprawling levels can feel a bit dull and repetitive to the solo player, especially with the game’s heavy reliance on re-using the same set of robotic enemies. (What, one nigh-impenetrable giant robot walker wasn’t enough? Try two! No? How about three?)
I was never bored during Black Ops III’s campaign, thanks to my technology-spawned super powers. Before each story mission the player can choose one of three sets of Power Core abilities, each granting new and creative ways to make enemies’ lives hell. The Control core allows players to hijack enemy tech and use it against them. The Martial one grants physical skills far beyond those of mortal men. My favorite of the three, Chaos, is home to the swarms of killer nanobots seen in the game’s trailers, as well as the ability to cause mass hallucinations and make mechanical combatants explode with my mind.
These abilities are an important element of the Black Ops III campaign experience—if you aren’t using them, you might be bored to death. Rely on them and each massive level is a playground of destruction with a number of creative ways to approach each new encounter.
The Power Core abilities carry the campaign through its sloppy moments. They make up for the ultimately nonsensical storyline. They really sing in co-op when different players choose different ability sets. Utilized to their fullest, Power Core abilities are the best thing about Black Ops III.
First we have the campaign, a relatively lengthy affair with its heavy metal feet planted firmly in the future, unlike previous entries in the sub-series that were either based fully or partially in the past. In 2065 the world has responded to the drone attacks from Black Ops II some 40 years earlier by creating sophisticated air defense, forcing warfare back to ground level. Science has developed advanced robotics and cybernetics to help make people killing each other more interesting, while dark science has begun tinkering with the human mind—or has it?After being nightmarishly beaten and dismembered by military robots, the player character finds him- or herself (there’s a choice this time) fitted with cybernetic bits. On an assignment investigating a compromised CIA black site they uncover a plot to make players sick of the phrase “Imagine yourself in a frozen forest.”Where the original Black Ops played with hallucinogens, Black Ops III’s campaign involves directly interfacing with the human mind via direct neural interface for similar results. As the story progresses the player begins witnessing strange visions, culminating in a trippy sequence during one of the most entertaining Call of Duty campaign missions I’ve ever played.Getting there can be a bit of a slog. The campaign’s 11 missions are quite long by shooter standards, each lasting some 45 minutes to an hour and change, including cutscenes. Built to accommodate four-player cooperative play, the sprawling levels can feel a bit dull and repetitive to the solo player, especially with the game’s heavy reliance on re-using the same set of robotic enemies. (What, one nigh-impenetrable giant robot walker wasn’t enough? Try two! No? How about three?)I was never bored during Black Ops III’s campaign, thanks to my technology-spawned super powers. Before each story mission the player can choose one of three sets of Power Core abilities, each granting new and creative ways to make enemies’ lives hell. The Control core allows players to hijack enemy tech and use it against them. The Martial one grants physical skills far beyond those of mortal men. My favorite of the three, Chaos, is home to the swarms of killer nanobots seen in the game’s trailers, as well as the ability to cause mass hallucinations and make mechanical combatants explode with my mind.These abilities are an important element of the Black Ops III campaign experience—if you aren’t using them, you might be bored to death. Rely on them and each massive level is a playground of destruction with a number of creative ways to approach each new encounter.The Power Core abilities carry the campaign through its sloppy moments. They make up for the ultimately nonsensical storyline. They really sing in co-op when different players choose different ability sets. Utilized to their fullest, Power Core abilities are the best thing about Black Ops III.
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